Let's say I am making a hero. Is there any reason why I should not use Upgrades for my skill leveling system? It seems more flexible and less messy than the built in WC3 Skill level up system. Of course I understand that upgrades are applied to all units of the same type instead of just one, but it shouldn't be a problem since you only control 1 hero at a time.
The only thing against upgrades would be, that catalog triggers have the same possibilities but are a little more flexible.
Hmm, explain? The reason I asked is that I want some abilities to go real high, and I'm not too psyched about the prospect of creating 1 ability or effect that many times over you know? :/ I'm looking for input before I proceed. Thanks!
Well, there is nothing wrong with upgrades. But you can use triggers, specifically CatalogSetValue as well, which does the same thing, but is a little more flexible. For example, upgrades to replace tooltips can be a little annoying, via trigger this is easier (may be necessary for passive abilities for example - depends on if and how you implement those, though)
Also you have more control over the values; upgrades force you to use linear progressions (or multiple upgrades for each level), with triggers you can easily use any progressions you can put in an algorithm or completely random values without the need to create extra objects.
Is it possible to link up upgrades to a hero Learn ability? I already have my heroes learning them that way, but adding in upgrades could make it easier for me in many ways. How could I link up an upgrade to the hero Learn ability? Possible?
I did it by using triggers to set the upgrades. Just use the unit uses ability event for the learn ability (well, I used catalog triggers, but you can set upgrades just as well ;) )
Let's say I am making a hero. Is there any reason why I should not use Upgrades for my skill leveling system? It seems more flexible and less messy than the built in WC3 Skill level up system. Of course I understand that upgrades are applied to all units of the same type instead of just one, but it shouldn't be a problem since you only control 1 hero at a time.
Well, you can use both in combination and set the upgrades, when you level up the respective ability.
The only thing against upgrades would be, that catalog triggers have the same possibilities but are a little more flexible.
@Kueken531: Go
The only thing against upgrades would be, that catalog triggers have the same possibilities but are a little more flexible.
Hmm, explain? The reason I asked is that I want some abilities to go real high, and I'm not too psyched about the prospect of creating 1 ability or effect that many times over you know? :/ I'm looking for input before I proceed. Thanks!
Well, there is nothing wrong with upgrades. But you can use triggers, specifically CatalogSetValue as well, which does the same thing, but is a little more flexible. For example, upgrades to replace tooltips can be a little annoying, via trigger this is easier (may be necessary for passive abilities for example - depends on if and how you implement those, though)
Also you have more control over the values; upgrades force you to use linear progressions (or multiple upgrades for each level), with triggers you can easily use any progressions you can put in an algorithm or completely random values without the need to create extra objects.
Is it possible to link up upgrades to a hero Learn ability? I already have my heroes learning them that way, but adding in upgrades could make it easier for me in many ways. How could I link up an upgrade to the hero Learn ability? Possible?
I did it by using triggers to set the upgrades. Just use the unit uses ability event for the learn ability (well, I used catalog triggers, but you can set upgrades just as well ;) )